UPDATE: Morroblivion Unofficial Patch 2017-Dec-18 has been released. This version includes nearly all of the bugfixes posted below. However, you will need to start a new game unless you are updating from an older Unofficial Patch. So the fixes here will still be useful for people who want to use their old saved games.

Looking for the Latest Bug Fixes? They are attached to the second post.

Since Morroblivion has been in development for many years, it's hard to keep track of which bugs have been fixed, still open or no longer relevant. Since I don't have the experience or resources to set up a bug tracking server, I'll try to maintain a list of active bugs for 2017 in this first post and a list of all fixed bugs in a second post. Feel free to post bugs and fixes you find in 2017 to this thread.

- Dagoth Ur's Final voiced dialog lines when entering the heart chamber are not played.

Tribunal Expansion

- Unable to advance in Tribunal Quest due to missing dialog topics. Workaround: must advance at least to Antabolis Informant in Morrowind Mainquest.
- Disloyalty among the guards: can not complete quest after finding evidence that Ivulen Irano is a traitor. Can not confirm bug. Bug reporter probably confused correct note with Irano's copy of Common Tongue.
- Infidelities quest: get journal update that you've found Taren Andoren regardless of time. Taren doesn't appear properly so quest can not be completed. Can not confirm bug, quest works perfectly in v064.
- Bamz-Amschend: fight between Dwemer automatons and fabricants (faction relations bug).
- Her Hand's armor: conflict between Greaves and Greaves and Boots. Can wear Her Hand's Helmet + Devil Cephalopod Helm.
- Museum artifacts: can not sell certain items. Can not confirm bug.
- Museum: Mace of Molag Bal: shows up as option even before you find it. When you do get it, Torassa Aram assumes you've stolen it and calls guards.

Bloodmoon Expansion

- Plague wolves drop "red wolf pelt" instead of wolf pelts.
- Text in books and scrolls are displayed with formatting tags visible.
- Dungeon of Skygge: skeletal enemies are already killed by necromancers (faction relations bug).
- Rebellion at Frostmoth: openning Antonio Nuncius' desk before receiving quest will break quest stages. Work-around by Frozenwolf150: questID=0101B6CE, setstage 100 to advance to next quest.
- Attack on Frostmoth: fort does not have ransacked appearance.
- Establish the Mine: Falco asks you to find more ebony, but harvesting ebony is not guaranteed.
- A Blocked Door: Hroldar the Strange does not surrender when fatigue is 0.
- A Woman Scorned: cant be completed, no quest markers. Quest Item Note does not appear in Skaal Village (falling through floor bug?). Killing Erna does not advance quest.
- The Sad Seer": Geilir the Mumbling has no dialog option to ask about Draugr.
- The Cursed Captain: can't be completed: no dialog option about missing friend.
- Hrothmund's Barrow: riddle is not voiced, riddle is asked every single time.
- Hrothmund's Axe: get message that you are granted rulership of Thirsk even without quest.
- The Ritual of Water: The Swimmer gets stuck at starting location. Work-around by Frozenwolf150: travel away and come-back: Swimmer will appear on surface of water above cave.
- Making a Choice: siding with Carnius skips straight to "Supply Route Problems" quest instead of "Setting Up Shop" quest.
- The Moon Sugar Mystery: can't advance if already spoken to Uncle Sweetshare (vanilla Morrowind glitch). Work-around by Frozenwolf150: Quest ID=0101B6CD. SetStage 30 to ask Jeleen about "Silly Song".
- The Skaal Test of Wisdom: quest breaks if choose to you feed Rigmor to wolves and then quickly kill 3 Caenlorn Wolves before they kill Rigmor. Tharsten is supposed to berate you and Rigmor is exiled anyway.
- Mead Hall: You can consume the Heart of the Udyrfrykte because it's not marked as quest item (Vanilla Morrowind bug).
- Been Infected, Korst Wind-Eye: Casting Cure Disease on Self does not work to advance dialog.
- The Siege of the Skaal Village: Werewolves have female grunts when struck. Two werewolves enter Greathall, only need to kill one to get quest journal entry.
- Castle Karstaag: Krish does not acknowledge you killed eighth Deadly Graal, can't advance quest.
- Apparition of Hircine: dialog at "Mortrag Glacier: Entry" is not voiced. +Does not teleport away. +Very easily killed and looted.
- Mortrag Glacier: Outer Ring: Carius is supposed to speak to you right away (does not).
- Tharsten has werewolf head with human body.
- Hircine's Hunt: Carius is permanently stuck in follower mode after quest.
- Ancient Nord Pickaxe, Discovery in the Mine: quest item but can be dropped -- Havok physics glitched.
- Raven Rock Mine: no guaranteed harvest from stahlrim deposit.
- Razing the Forest: Falco: responds to "spriggans" topic as if you already killed them all. Spriggans must die 3 times but quest journal updates after first deaths.
- Razing the Forest: misspelled message: "The roots should be poisend by now."
- Protect Falco: NPCs do not attack, Falco stuck in "StartConversation" loop.
- Raven Rock: stairs have unvisible walls underneath.
- Raven Rock: smith: wears both ebony and adamantium helmets at same time.

Side Quests

- A Man and his Guar quest: Rollie still follows you even after reaching bridge at Foreign Quarter.
- Shrine of the Mask: using potion of cure common disease makes the true ash mask disappear?
- Shrine of the Mask: don't need potion to use true ash mask?
- Bitter Cup: picking up cup has same effect as drinking from it.
- Caldera Slave Key does not free slaves in Caldera Ebony Mine without Redoran quest.
- Abebaal Slave Key does not free slaves in Abebaal Egg Mine.
- Hawkmoth Legion Fort: all NPCs have "Get Me Out" prisoner line.
- Hawkmoth Legion Fort: Frald the White sleeps in locked prisoner's cell during daylight hours.
- Berandas: Ama Nin is dead when you get there (drops of ledge to fight daedra below).
- Salven Ancestral Tomb: vampire Mastrius will start fighting and kill his own minions (faction relations bug).
- Hair Shirt: Uvoo Llaren constantly casting heal spell on herself, then a few hours later she is unconscious.
- Webspinner: Fleetness quest: can't be completed if you get Fleetness before Threads of Webspinner under Special Duties.
- Ring of Sanguine Sublime Wisdom can't be turned in until you get specific quest under Special Duties.
- Morag Tong: Writ for Ethal Seloth and Indrosal Vendu: only Ethal Seloth has quest marker.
- if you kill Matyhn Bemis and Brilnosu Llarys before getting the writs for them, you won't be able to advance the quest line. Work-around by Frozenwolf150: Quest ID=0100b839, Setstage 100 to complete it.
- Fargoth's Hiding Place: Fargoth may somtimes appear to stutter when approaching his hiding place and does not place items there. Workaround: follow-him around in first person or, use the Wait/Sleep key to keep waiting in in one hour increments until Fargoth leaves his hiding place.

NPC and Creature AI

- Escort Quest/Follower Combat AI: Sometimes they wont follow you, sometimes they wont let you go after arrival to destination. But when you are under attack, they ALWAYS put themselves between you and your enemy. --this is an issue with the Radiant AI settings, I think the easiest solution is to have the person you escort have confidence=0 so they always run away from a fight... of course, this doesn't work for the fighter's guild quest where you are supposed to help clear out a cave... for that, I need to figure out how to patch the game to have better combat AI or at least fake it.
- NPC 'Flashmobs': When arriving at Ald'ruhn using siltstrider, sometimes there is a massive spawn of redoran guards taking place, just outside the two towers. --I think it's because all guards use the same Radiant AI schedule. I think the easiest solution is to create 4-5 different NPC variations: AldruhnGuard1, AldruhnGuard2, etc.
- Ald'ruhn Guild of Mages: NPCs crowd around the same bed. --Other empty beds exist, but NPCs all try to use same bed (Radiant AI scheduling bug).
- NPC AI Aggression/Faction Relations: Two Hlaalu guards fought each other to the death in the Balmorra square. "Raflod the Braggart", the ugly nord in Seyda neen, seems to have some "free pass" regarding attacking people. Ra'Zhid Dwemer artifacts: In Fatleg's (Hla Oad), if you confront the Kajjit guy after you stolen the artifact from his chest he will attack you on the spot, but you will also be attacked by his sidekick the redguard trader, which results in slaughter on both of them by the guards. Slaves in bandit caves, sometimes spawns outside the slave compound, and often they take the bandits side and attack you using fist fight.
- Trespassing AI: The Hlaalu-guard on the ground floor in Suran manor accuse you for trespassing imediately ("Intruder", "Get out"). There's a guest giver in that mansion, and if you dont talk with hm fast enough, you will be arrested.

Physics and Graphical Bugs

--Please post location whenever you see these: Cliff racers gets stuck in many places. Some ladders in caves do not have collision polys (you fall through). Cave bandits and other cave dwellers fall through the wooden bridges, ladders down into the water. Dreughs often stuck to the sea bottom.
- Item/Furniture Positioning(post locations when found): NPCs get out of bed or chairs on the wrong side (into wall). Open books on pedistals, shelves, etc. are often turned the wrong way. --For furniture, this is due missing animation/positioning information which does not exist in Morrowind. For other items, this is the same bug as finding lamps, torches, candles placed on their side instead of upright. The problem seems to be a bad NIF conversion causing switched XYZ ordering. The easiest fix would have been to modify the NIF file, but since there are already hundreds of references already repositioned based on the sideways NIF files, the best solution is to probably just to manually change each remaining reference when we find them.
- Ancestor ghosts and dwarven specters have ash piles showing when still alive.
- Vos, Thilse Aralas' Farmhouse: second floor is disconnected from first.
- Purple objects: When the game engine can't load a texture file, it will paint those objects in a solid purple color. There are several different bugs that can cause purple objects. Here are different troubleshooting threads: Purple Seyda Neen houses.

Miscellaneous Bugs

-PCName in documents(post locations when found): Some personal documents just says "PCName" instead of your actual player name.
- Magic/Spell bugs: The wild levitation spell sometimes gets stuck after the 30 sec. --If you can, please try to post instructions to reproduce.
- Mudcrab Merchant: screen jumps after transaction, barter option disabled before 8PM, tries to equip items you sell.
- Ships have inaccessible containers.
- Fortify Resist Disease over 100% makes you susceptible to disease.
- Daedric Dai-Katana does less damage than Daedric Katana.
- Dialog bugs: I have done the Bothia shrine quest and got the sword, but when I talk to some one about this subject afterwards, it registers in my quest diary like I never heard about this before (same with some other quests/subjects). --This sounds like a bug related to conditions which cause a dialog line to be played. These bugs are nearly impossible to find and fix unless you give us the (1) name of NPC, (2) the last 2-3 lines of dialog which they say in the bugged dialog, and (3) the dialog topic you chose which caused them to say the bugged dialog.

- Citadels of the Sixth House: quest completes prematurely when Sunder and Keening are obtained. --Fixed in 2017-Dec-18 Unofficial Patch.
- Dagoth Ur's voiced taunts when walking through dungeon are not played. Pleading to stop final attacks are not played. --Fixed in 2017-Dec-18 Unofficial Patch.
- Vivec does not give you Wraithguard. --Fixed by Brainslasher and merged into Unofficial Patch.
- Danso Indules does not let you speak to the archcanon. --Fixed in Morroblivion-Fixes and merged into Unofficial Patch.
- Can not bypass 4th and 5th quest with alternative requirements: level 20 & fame 50. --Fixed in Morroblivion-Fixes and merged into Unofficial Patch.
- Corprus Immunity Icon bug: After getting my corporus cured, there is a permanent active effect on the top right of my screen. --This bug was fixed since version 1.7 of Morroblivion-Fixes. However, the fix only works to prevent the bug from occuring. Once the bug occurs, you need to use a separate fix mod to be loaded and then unloaded once the repair is complete. Download is attached below or just click here.

- Stoine's Debt: Fighters guild boss in Aldr'un accuse me of killing Lirielle Stoine the woman in "rat in the pot" (the one oweing Camona tong 2000 drakes). Id paid her debt after finding her brother in the mallapi cave. Shes alive in the bar as usual. --fixed: FG-fixes-sept-2017, merged in Unofficial Patch.

- Beneran's Bounty: There is no "Sargon" topic when you talk to people in Maar gan (which makes it impossible to find the place as its on an island far from Maar gan, and not like the lunatic quest giver says "near Maar gan"?? ...use addtopic to advance the quest. --fixed: FG-fixes-sept-2017 (scripts updated), merged in Unofficial Patch.

- Battle at Nchurdamz: The girl (Larienna Macrina) you suppose to assist will fall through the floor and die as soon as you enter the dwemer ruin. I had to put no-clipping mode on her (TCL) so she could pass the "transparent" stairs at the entrance. --fixed: FG-fixes-sept-2017 (pathgrids adjusted), merged in Unofficial Patch.

- Telasero Stronghold: Sondaale, the woman you should find and support, attacks you together with the dreamers (tested it several times), after you kill the dreamers she refuse to talk to you, just runs away. If you use stealth and kills all the dreamers silent, she talks to you and ask you to escort her to entrance. At the entrance, the quest wont update and you are stucked with her (I even walked outside with her to no avail). Setstage 70+75. --fixed: FG-fixes-sept-2017, merged in Unofficial Patch. You must EXIT the dungeon to finish quest. Quest notes and quest targets updated to more clearly say exit dungeon.

House Hlaalu Quests

- Twin Lamps: The kajjit slave you suppose to save up in Ald velothi, lies unconscious after being attacked by dremora lord. Two things: he can be looted, he never "wakes up" again (although the message says hes unconscious, have to be resurrected). --(hopefully) fixed: HH-fixes-sept-2017, merged in Unofficial Patch.

- You can become grandmaster of the house just by doing the final quest concerning Drens evil brother, without any of the requirements regarding skills (1 at 90, 2 at 35...my highest was 68). --This is not a bug. It works exactly the same as in the original TES3: Morrowind game. To modify the behavior, we would need to develop all new dialog and scripts... maybe better to be put in an optional Rebalance mod.

- Hlaalu Stronghold/Blighted Kwama Queen: 1) The suggested person in Sandrith Mora that is suppose to sell you the scroll to cure the blighted queen, doesnt sell the scroll at all (only the person in Gnisis does). 2) The Kwama Queen doesnt say "Blighthed Kwama Queen" before you cure her, just "Kwama Queen". 3) The cure scroll doesnt work, with or without this esp-fix. 4) You can't progress, as the Gnisis-miner wont take the job. --fixed: HH-fixes-sept-2017, merged in Unofficial Patch.

- Bero's Support: When you fight Bero's Champion in the Arena, its seems impossible to make him yield (which Bero prefer). I tried to hit him with a single fist over and over again, causing him minimal damage, took long time, but he died, instead of surrender (tried it 3 times). --fixed: HH-fixes-sept-2017, merged in Unofficial Patch.

Morag Tong Quests

- Feruren Oran: the first guy that you should slay in Morag tong questline. This guy makes my game crash as soon as I come close to him in the Elwen nation club in Hllallu Plaza, Vivic.
--Sorry, I have not been able to reproduce it even after leaving the game running in elven nations for several hours to try to trigger it. If anyone else encounters these problems, please post your setups. If anyone else can reproduce these problems please post a detailed bug-report and I'll then move this back up to active bug.

Tribunal Temple

- Pilgrimmage of the Seven Graces: entrances to Puzzle Canal are blocked. --Fixed in Morroblivion-Fixes and merged with Unofficial Patch.

-Items Flying: Sometimes strange "stretching" of the textures/meshes from mostly clothes on the shops counters and various items flies around indoors when you enter. --This is due to the TES4 engine and happens very commonly in Oblivion too, I made a workaround which removes Havoc processing from all miscellaneous many clutter items, posted here.
--Regarding glitchy/stretched meshes on clothing, please post what clothing item is causing it, merged in Unofficial Patch as add-on.

Restored some clothing records that I thought were unnecessary Identical-To-Masters, but it turns out that I must have originally included them to fix BashPatch from over-riding object scripts when it imports Clothing replacers.

Added missing Greeting dialog for Sjorvar Horse-Mouth.

100+ enchanted clothing items fixed to use UCWUS.

Gauntlets of the Horny Fist: enchantment charge amount was doubled to account for Morrowind having separate left/right gloves.

Belt of Armored God: Added a second shield effect to replace missing sanctuary effect. (This will be replaced by a true Sanctuary spell if you use the morroblivion-magic-fixes mod.)

Bugfixed Mudcrab AI script and added a Slaughterfish AI script to make them more aggressive like Morrowind slaughterfish. These modified versions were renamed to "Eastern Mudcrab" and "Eastern Slaughterfish". All morroblivion map records which were still using the original Oblivion mudcrab and slaughterfish have been changed to use the "Eastern" variety.

Fixed Fargoth's Ring not showing up in his hiding place.

Fixed Thieves' Guild bounty payment script.

Pilgrimage of Seven Graces Quest fixed so that you will be given the book even if some quest stages are already completed.

Several typos fixed including the infamous "Iron Longword".

A fixed a few NPCs who didn't sell spells or offer training in Morrowind.

(WIP) Modified MapMarkers to only allow FastTravel after you have visited the above areas.

The Main Menu script has been modified so that you can start a game in Morrowind multiple times. In order for the Morrowind setting to take effect, wait about 3-4 seconds before clicking "New Game" when the main menu displays. Previously, a second new game always started you in Cyrodil.

Fargoth now spends most of his time in front of the Census office so he is easier to find (no need to lockpick his house just to give him his ring).

The door to Foryn Gilnith's house is now unlocked for most of the day. Apparently, he was unable to unlock his door because it was owned by his faction and not personally by him.

You can now sleep in Foryn Gilnith's bed again, similar to Morrowind. (His roommate won't mind.)

You can now sleep in the bedroll in the Census office, similar to Morrowind.

Blades trainer beds have been re-assigned to faction owned, so they are now all usable (after you join the Blades.)

Surane's bedroom door in Caldera can now be lockpicked without incurring a bounty (like in Morrowind).

Mage Guild Guides have all had AI adjusted so they spend most of their time at the transport pad.

Also, the Guild Guides have had their faces tweaked.

The supply closet in Ald-ruhn Mages Guild is now locked, like in Morrowind.

The Telvanni Mouths in Sadrith Mora have had their AI adjusted to spend most of their time at their stations. They no longer get weekends off (which was confusing to me, since I couldn't tell which gameday corresponds to a weekend).

The Dreugh Warlord in Koal cave near Gnisis is now named "Dreugh Warlord" instead of just "Dreugh".

A bug in the Mysterious Killings in Vivec quest is fixed. Previously, speaking to Elam Sandas about details of the killings before actually asking him for work resulted in skipping a quest stage where necessary quest items were spawned.

The Grandmaster's Retort quest given by Big Helende has been modified so that the quest dialog now uses the term "Grandmaster's Retort" again rather than the Oblivion equivalent, "Master Retort". The specific retort mentioned in the game has been changed to be a Grandmaster's Retort as well. However, for flexibility, you can still give her either the Grandmaster's Retort of the equivalent oblivion item (Master Retort).

The Potion Recipe quest from Big Helende has been modified so that you can ask Anis Seloth about the potion recipe and get the dialog response that she gave in Morrowind.

Also: the Bandit faction disposition modifier for the player is adjusted. Previously, it was -100 which was absolute overkill since almost all bandits have an aggression level of 82 or higher. I changed it to -10 which seems more sensible. **recommend combining with the Calm Humanoid spell-fix in my magic-fixes post for fun use of high personallity and speechcraft skills.

"Boethiah shrine quest": The orc sculpturer floats around dead in the water around Khartag Point?? (...resurrect to advance the quest)

"Beneran's Bounty": There is no "Sargon" topic when you talk to people in Maar gan (which makes it impossible to find the place as its on an island far from Maar gan, and not like the lunatic quest giver says "near Maar gan"?? (I use no quest locations on map, searched for 2 hours before google it?!))...use addtopic to advance the quest

"House Hlaalu Quest": You can become grandmaster of the house just by doing the final quest concerning Drens evil brother, without any of the requirements regarding skills (1 at 90, 2 at 35...my highest was 68)

"Feruren Oran": the first guy that you should slay in Morag tong questline. This guy makes my game crash as soon as I come close to him in the Elwen nation club in Hllallu Plaza, Vivic. I have mention this in another thread, and after I not only reinstall, but also re-downloaded the whole Morroblivion, I have the exact same crashes as before when coming close to this #%¤& guy. To my satisfaction a friend of mine install Morroblivion on his computer and also (thank godness!) experince the same crashes.(I have to kill this guy using the kill command, and even that took some tries because of the constant crashing). After he has been terminated there is no problems at all in this place! Please check this guy out!!

Some other issues:

Two Hlaalu guards fought each other to the death in the Balmorra square?? (think the Camona tong guys triggered it)

"Raflod the Braggart", the ugly nord in Seyda neen, seems to have some "free pass" regarding attacking people. He attacked me and I defended myself and got bounty for murder?? (Happened in the "death of the taxman quest", when he defends his fellow bedmate (the killer dumner), but also when I tested to Taunt him into attacking me, Im not allowed to defend myself?? ( I can yield though...)

"Ra'Zhid Dwemer artifacts": In Fatleg's (Hla Oad), if you confront the Kajjit guy after you stolen the artifact from his chest he will attack you on the spot (of course!), but you will also be attacked by his sidekick the redguard trader, which results in slaughter on both of them by the guards (...and no more trading in that village)

The Slaugther fishes and Draughs are way to slow (Draughs also often stuck to the sea bottom), you can easily out-swim them even at a low Athletics skill and heavily packed, wasnt like that at all in original game (they´d eat you alive). Sometimes these creature can be seen on dry land??

Cliff racers gets stucked everywhere??

Sometimes strange "stretching" of the textures/meshes from mostly clothes on the shops counters and various items flies around indoors when you enter.

When arriving at Aldrun using siltstrider, sometimes there is a massive spawn of redoran guards taking place, just outside the two towers. I counted up to 36 guards at one point(!!) (wasnt able to take screenshot unfortunately). I mean, is it really necessary?? (performance wise)

Some personal documents just says "PCName" (or something like that), instead of your real player name.

Some ladders in caves are "transperant", you "step through" them (no-clipping phenomena), you have to levitate (hope you understand what I mean)

Good thread!

Edit: one more thing, the various "Escort quests". Sometimes they wont follow you, sometimes they wont let you go after arrival to destination. But always, ALWAYS!!...when you are under attack, they ALWAYS put themselves between you and your enemy, just standing there staring at you like an idiot, making it impossible not to hit them, which results in (after the fight) spending time running around looking for them??? So tired of this, really hate these missions.

Edit: one more thing, the various "Escort quests". Sometimes they wont follow you, sometimes they wont let you go after arrival to destination. But always, ALWAYS!!...when you are under attack, they ALWAYS put themselves between you and your enemy, just standing there staring at you like an idiot, making it impossible not to hit them, which results in (after the fight) spending time running around looking for them??? So tired of this, really hate these missions.

That means it's working exactly as it does in Morrowind, awesome! Just kidding... thanks for everyone's comments, I will try to incorporate them into the active and fixed bugs lists. I will try to release a beta version of Morroblivion-Fixes 1.8 this weekend.

Large Postings need to Put a A Text Document. How do you Get on if you Don't Have All these Problems and Have Completed Some of the Quest you are Posting Fixes For. How will it Alter ypur Games if you Run these Fixes..

1 of the Wurst issue in Game is Cliff Racers ( AI ) to High and they Travel to Far they End Up Attacking NPC need Toneing Down of Set Faction Relations so they do not Attack NPC.. A lot of Clipping with Cliff Racers. You Could Try Puddles Upgraded Version of the Cliff Racer.

Clipping Issues has not Been Seen Much Since Clothing Galore was Released.

Not even my upgraded version of the Cliff Racer really fixes that their collision. The problem is that Oblivion’s AI doesn’t support autonomous use of Jumping animations for non-PC actors. The Symphony version has tweaked animations to simulate that by making the idle animation slowly lose altitude and the movement animations make it gain altitude, but even that causes some minor issues with the skeleton’s collision box. It might be possible to look at Saiden’s Akatosh mount to see how it flies...

....How do you Get on if you Don't Have All these Problems and Have Completed Some of the Quest you are Posting Fixes For. How will it Alter ypur Games if you Run these Fixes..

This is a good question. Let me clarify the nature of 90% of quest bugs and what the fix mods do...

a long explanation...

The overwhelming majority of quest bugs in Morroblivion are related broken if-then conditions needed to play a quest dialog line or the hard-coded script code which is executed when those dialog lines are played. The problem with Morroblivion quest dialog is there are often several alternative solutions to each quest that depends upon the player's disposition to an NPC, or faction rank, or current inventory items, etc. This is then multiplied by 3-4 variations on dialog even within the same branching dialog pathway (example: you may get the same result but the NPC is ruder with his reply if the disposition is low).

What this means is that even if you find that a quest works completely fine for your character and play style, the alternative branches for a different character type or play style may still be very broken. That's why some people can complete 100% of the main quest and never see any errors -- the bugs and errors are still there, but those people have just not encountered the conditions which break the game.

Regarding the fix mods for these types of quest bugs: 90% are changes to the if-then conditions needed to trigger a quest dialog line or to the hard-coded script command that is supposed to trigger that broken dialog line. Of course, this is easier said than done because of how dialog lines are chosen by the game engine... in addition to the if-then conditions which need to be met for a quest dialog line to play, the order in which the dialog line appears in the database is important too. The game engine uses a "first come first served" algorithm which will go down the list of potential dialog lines, skipping all the dialog lines whose if-then conditions are not fully met until it finds the first dialog line where all the conditions are true. It then immediately gives that dialog line to the NPC to say and stops looking at the rest of the dialog list. This is what makes fixing dialog bugs so difficult: you need to put every dialog line into the precise order which will guarantee that the game engine will always come across the correct dialog line when one specific set of conditions are met and only when those conditions are met.

What this means is that an untested quest dialog fix may not work in all cases, or may break the quest for some cases, or may even break other unrelated quests. However, once a quest dialog fix is fully tested and is confirmed to work only in the desired scenarios, then the only effect it will have is to allow the engine to find and play the correct dialog line when and only when the desired set of conditions are all true. If a user enables the fix mod after the specific set of conditions it needs to play have already come and gone, then the fix will never play and nothing good or bad will happen. If a user enables the fix but never plays the game in a way which would have trigger the fixed quest dialog, then the fix will also never play and nothing good or bad will happen either.

In other words, you should not need to worry about a (fully tested) quest dialog fix affecting your game in bad way, and (usually) the only way to benefit from a quest dialog fix is to install it early before you ever encounter the conditions which would trigger the quest dialog which it fixes.

...or tl;dr -- always save into a new slot/file because quest dialog fixes work best if you load them into a save-game that was made BEFORE encountering a bug.

The Hlaalu-guard on the ground floor in Suran manor accuse you for trespassing imediately ("Intruder", "Get out"). There's a guest giver in that mansion, and if you dont talk with hm fast enough, you will be arrested. They even sell stuff on the ground floor so it must be public area? (I have never been stealing here, Im a member of thief guild though) (Obs: Only the ground floor guard)

Open books on pedistals, shelves... are often turned the wrong way

Often cave bandits and other cave dwellers falls trough the wooden bridges, ladders down into the water when forcing at you, making me have to fight them swimming (have something to do with the "non-clipping ladders" I mention earlier post)

The cliff racers aggression against you and other NPCs (mostly bligthed or deseased ones). I have found some outdoor camps with already dead bandits, dwellers....and a pile of dead cliff racers. (must tune down their attacking power or something?)

Edit!!

"Battle at Nchurdamz" (figthers guild). The girl you suppose to assist will fall through the floor and die as soon as you enter the dwemer ruin. The quest updates that "she died bravely"??. I had to put no-clipping mode on her (TCL) so she could pass the "transparent" stairs at the entrance.

Slaves in bandit caves, sometimes spawns outside the slave compound, and often they take the bandits side and attack you using fist fight. (I have set free like 20 or more slaves, has good standing with twin lamps, but to no avail)

"Telasero (Fighters guild)": The woman you should find and support, attacks you together with the dreamers (tested it several times), after you kill the dreamers she refuse to talk to you, just runs away. If you use stealth and kills all the dreamers silent, she talks to you and ask you to escort her to entrance. At the entrance, the quest wont update and you are stucked with her (I even walked outside with her to no avail). Setstage 70+75.

The wild levitation spell sometimes gets stucked after the 30 sec

There are different icons for the exact same thing (weapons, arrows, armors etc), items wont stack in the inventory because of this.

The whole value/pricing system maybe needs an overhaul.

The comments and dialogue are very mismatched. Walk pass a guard and he call you "scum", talk to him and he suddenly adorse you?!

Edit: Regarding "PCName" in earlier comment, I think it was the Building contract or land deed for your stronghold in House Hlaalu-quest.

Edit2: Seems that finished quests dont set some variable (or something). For example, I have done the Bothia shrine quest and got the sword, but when I talk to some one about this subject afterwards, it registers in my quest diary like I never heard about this before (same with some other quests/subjects)

Edit3: There is a spawn point just outside Dragon Fel, spawning Deadras (Ogrims), resulting in slaughter of civilians (possible quest-givers/participants)

Edit4: House Hlaalu-quest "Beros support". When you fight Beros champoin in the Arena, its seems impossible to make him yield (which Bero prefer). I tried to hit him with a single fist over and over again, causing him minimal damage, took long time, but he died, instead of surrender (tried it 3 times). Have anybody manage to solve this quest and spared his life?

A Clip at Dragon Fel About the ........................................( Slaughter of Civilians ) There NO Civilians in Oblivion or Morroblivion they are NPC Created By a Construction SET and Controlled By a Game Engine... only went there 3 times, First 2 times a Ogrim Turned Up Guard Kills Ogrim the Third Time a Hunger Turns Up Guard Kills Hunger.

Have only Played Since V053 dont Remember to Many NPC being Kill there by Ogrims or Hungers.

Thanks for the info (NPC, CS, engine...I will remember that!). I was, of course, referring to non-military personal (non-guards). I hope its okay that I continue to report what I experience during My playthrough!

Thanks for the info (NPC, CS, engine...I will remember that!). I was, of course, referring to non-military personal (non-guards). I hope its okay that I continue to report what I experience during My playthrough!

Thanks for all the bug-report and bug-fix contributions! I will try to update bug-reports and fixes at least once per week and hopefully more often when I can. Regarding pending bugfixes, I think may try to release individual bug-fixes when I can do them and then merge them all into the next version of Morroblivion-Fixes once a month. Also, I've been making changes to my work arrangements so that I can continue putting lots of time into Morroblivion mods: see my patreon page at https://www.patreon.com/ponyrider0.

There are different icons for the exact same thing (weapons, arrows, armors etc), items wont stack in the inventory because of this.

The whole value/pricing system maybe needs an overhaul.

The comments and dialogue are very mismatched. Walk pass a guard and he call you "scum", talk to him and he suddenly adorse you?!

1) This has nothing to do with the different icons. There's just multiple iterations of some items that have slightly different values or stats. "Fixing" this would be a hassle, although it's possible with TES4Edit. We'd be steering away from it being as close to Morrowind as possible, though...

2) The value array for armor, etc. is totally incongruent with Oblivion: agreed. This would be boring to fix but not impossible. Would just need to find the Oblivion equivalents of each armor tier and modify the cost accordingly...also some of the armor is completely imbalanced, but that's another story lol.

3) The "generic" dialogue is really widespread. Unless we can get specific examples of which NPC is doing it to trace back to the right dialogue/conditions, fixing this would be a lot of digging in the dialogues.

1) This has nothing to do with the different icons. There's just multiple iterations of some items that have slightly different values or stats. "Fixing" this would be a hassle, although it's possible with TES4Edit. We'd be steering away from it being as close to Morrowind as possible, though...

To clarify, there is an Oblivion version and a Morrowind version of many items with the exact same name (and sometimes more than just two versions). One alternative solution I can think of is to rename all Morrowind items with a prefix like "Morrowind" or "Vvardenfel", ex: "Morrowind Iron Longsword" vs the vanilla Oblivion "Iron Longsword".

DIY Fix: Renaming items can actually be done in a Bashed Patch by making a custom-made CSV (comma-separated-values) spreadsheet file... this could be an easy optional mod for people to use or not use based on their preference. The format for the CSV file is: "Type,Mod Name,ObjectIndex,Editor Id,Name". Just look in the Mopy\Bash Patches\ folder for examples. Or even better, just use Wrye Bash to export a CSV of all the named items in Morroblivion, edit the item names, and then import those changed names into your Bashed Patch. Mini-tutorial:

From inside Wrye-Bash: right-click Morrowind_ob.esm,

Select Export->Names...

Enter the filename and location where you want to save your CSV file.

Open the new file in a spreadsheet program,

copy and save whichever items you'd like to modify (remember to copy row 1 to use as a header)

edit and save your new CSV file.

Now move it to the "Mopy\Bashed Patches" folder of where you installed Wrye Bash

Back in Wrye Bash, right-click on your Bashed Patch and select Rebuild...

In the Bashed Patch dialog window, click Import Names in the left window pane,

3) The "generic" dialogue is really widespread. Unless we can get specific examples of which NPC is doing it to trace back to the right dialogue/conditions, fixing this would be a lot of digging in the dialogues.

To elaborate further: The NPC's facial/emotional response is hard-coded into each line of dialog. If you want to have the NPC smile, frown, grimace, etc. when they say a specific line of dialog based on player disposition, you must make a separate copy of that line of dialog for each emotional reaction.

For the Morroblivion greetings, there are many variations for the different levels of disposition and other status effects, and these are stored in "Morrowind_ob - Conversation.esp". These greetings are played whenever you come close to an NPC or end dialog. However, once you actually initiate dialog with an NPC, there may only be 1 or 2 variations of a particular dialog line that only depends on quest conditions and might be completely independent of the actual disposition. Thus, you will get the basic "I hate outlanders" comment when you approach, but once you start talking, the dialog line might only be hard-coded with a happy response. I remember this happening in the TES3: Morrowind game engine too. The real solution is to sit down and re-write all the dialog lines with several variations based on disposition... either that or make an advanced AI engine which can simulate emotion and dynamically generate natural-language dialog based on disposition.... and that AI would probably pass the Turing Test.

Work-around: If the mood incongruent greeting and dialog bother you, try disabling "Morrowind_ob - Conversation.esp" and see if that is better. Of course, you won't get Morrowind specific voiced greetings.

Update: House Hlaalu and Twin Lamps active bugs now fixed as well. See bug-fixes post and download link above. NOTE: I didn't see anything which would prevent the Khajiit slave from reviving after being knocked unconscious. I did tweak the Khajiit slave's reference so that it is disabled by default and only enabled when the right quest stage is reached. Also: please make sure you are using the NPC-Relations patch, as creatures/daedra/etc. should not be attacking slaves.

Again, please let me know if anyone's still running into these bugs after using the fix.

Regarding NPC's who get away with attacking others -- I think the TES4 engine only registers a crime when (1) NPC first enters combat, (2) another person is hit. So if Raflod the Braggart starts attacking you in Foryn Gilnith's hut then you both go outside, the guards will not be alerted until he hits or starts attacking someone else. If anyone knows more details about how the engine works, please post. Thanks.

EDIT:
For comparison, the TES3 Morrowind game engine will not register combat started by Taunting as a crime (both for the taunter or the victim of the taunt). So it basically treats it as a "legal duel" between two people. I will look into re-working the Taunt script in Morroblivion to behave this way.

EDIT2:
I think I can use OBSE script extensions to create a dynamic callback to hook OnAlarm events for a taunted NPC and then immediately clear it out when it happens so that guards don't react to a crime committed by a taunted NPC... I'll put this on my to-do list. For now, all taunted NPCs will commit a crime when they attack which will cause nearby guards to react when it occurs.

I posted Misc-fixes-sept-2017 in the fixes section (second post of this thread). This should fix all currently documented active quest bugs -- let me know if the you're still getting any of those bugs. Thanks to roxon_55 for posting a big ESP with hundreds of repositioned objects... I will try to get that ready for merger in the next Morroblivion-Fixes. And thanks again to everyone contributing bug-reports and/or fixes, I think we've made very good progress towards squashing many bugs in the sidequests.

Did this on 28\09\2017 Have ran the whole of Vvardenfell Killing Cliffracers. in My Game have not had a Cliffracer when Dead do any Clipping,Still Attack no Prob's, Have not Seen any Around a Town YET will Keep Looking. Give it a Try you Will have to Put in the Complete File into your Game, First below the ( .esm ) Files..

Telasero Quest Sondaale was inside as always,had Killed 2 Dreamers was Down 2 Half Health heal Her .Had Killed Everything before going to Her, Go Together to Leave Telasero go Out the Door She was right Behind Player Stood there 5 mins Quest Did Not Update so went Back into Telasero ran around inside Went Out the Door without Her She turns up about 1min Later Quest Updated Completed..She did not Attack the Player no Probs.

Fighters Guild Battle at Nchurdamz.

Assisting Larienna Player the Same as I would in Morrowind go in Kill Everything bar Her Target, then Talk to Her then Race her to the End and Help Her to Kill Her Target She Lives...

Also NO Bugfixes Installed just Standard V064 and NO consle Commands..

Many objects will fall through the surface they're placed on, preventing you from reaching them. I haven't made a comprehensive list of specific locations because this seems to be more of an overarching engine bug than anything else. However, I can think of a few examples of when this has happened to me.

* In Addamasartus there's that dark tunnel with the rats and a skeleton. There's supposed to be a Thief Ring under the ribcage, but by the time I got there, it had already sunken under the floor. I was still able to reach it by waving the cursor around and picking it up through the floor.

* Numerous times with loose objects placed atop dressers, especially small objects like individual gold coins, soul gems, or alchemy ingredients. I'll pick one up, and the rest will fall through or behind the dresser and become unreachable.

* As others have mentioned, sometimes enemies in dungeons will fall through the floor or simply disappear.

I've spent many hours trying to reposition unique items like the Thief Ring so that they don't fall through the floor. I think a faster and more convenient solution is to just disable Havok Physics for these objects until the player picks them up. Unfortunately, the only way I currently know to disable Havok Physics is by manually duplicating the relevant NIF file and modifying the physics and/or collision records within the NIF. What I would like to do in the future, is figure out how to use the NIFSE OBSE extension to do this programmatically... of course, that will probably not happen until some time next year. Until then, I will need to spend ~5 minutes for each item to create NoHavok NIF files and then link to these in the ESM.

WIth creatures and NPCs falling through the floor, we need to redo a lot of collision boxes for the thousands of auto-converted building/architecture meshes in the game. qwertyasdfgh has a tutorial on how to do this here. Personally, I think Blender and its NIF conversion tools are unintuitive and buggy. My next project after the Tamriel Rebuilt Converter will be creating a more intuitive NIF editing/conversion solution for Morroblivion projects.

Also, I forgot to add this to my last report, but it's unrelated and has to do with the comments about cliff racers. I haven't had too many problems with them in terms of behavior, as they were highly aggressive in vanilla Morrowind and could pursue you from just about anywhere. However, there's a glitch that's unique to Morroblivion, which is that they can follow you through doors and into buildings. This wouldn't be a problem in itself, except that any time a cliff racer follows you inside, there's a massive drop in framerate and the game turns into a slideshow. The only things I can do are either somehow kill the cliff racer, or shut down the game via Task Manager.

It doesn't make much sense that they could follow you indoors, since creatures like rats can't open doors.

I've been trying to figure out a solution to prevent cliffracers from doing this for months -- but your comment just gave me an idea. I will need to do some testing, but I think there is an intelligence threshold below which a creature can not operate doors. That's probably the best way to keep cliffracers and any other creatures which need to be confined to a single area, from leaving that area.

I started Correcting Placements 22\08\2013 to 09\12\2014 Loaded them into TES4Edit, out of the 9066 Placments Corrected their is not to Many in V064 don't know why, they were posted Under ( worth Looking At ) Don't Know Why They were not Merged..

Have Merged them into My Morrowind_ob.esm, is Why i Don't have These Problems.

* As others have mentioned, sometimes enemies in dungeons will fall through the floor or simply disappear.

The most persistent variation of the collision physics glitch has to do with enemies that fall through the floor upon death. I've had this happen on several occasions, and the one factor they had in common was that they were inside daedric ruins. The first time was in Assurnabitashpi and the second was in all areas of Ald Sotha. When I killed the human enemies, they would fall through the floor and become unsearchable. Even their dropped weapons fell through the floor.

Unfortunately, this meant I lost the Sanguine items that would be needed for the Threads of the Webspinner quest, since I couldn't search the enemies in time.

Yeah the daedric ruins have a lot of issues. At a glance, I don't see any rips or tears in the floor nif of the daedric ruins, so the reason they're sinking through the floor is seemingly unrelated to that. I think it's an issue with the pathgrid inside the ruins being partially phased through the floor in some instances, so as the NPC falls the game directs them to the nearest path node...which is beneath the floor.

Hehe, that's pretty funny. I think the best solution is to make a custom silent MP3 specifically for that specific line of dialog. That way, it won't confuse the VoiceRedirector plugin. I'll include the custom MP3 with the next version of fixes.

Mournhold Quest where the Fabricants Attack the Fabricants Distort when they are Killed, the Same thing happens when you Kill them in Sothis Sil World ,So Played this a Few Times Ended Up Resize the Model to .800 Before the Model Stopped Stretching. Resized Imperfect to .900

I made this with Hedgehog12's help before I was able to fully convert the Symphony model. This is safer to use than the fully converted Symphony one, because that one has some bugs with the ragdoll. This one uses the Oblivion animations, etc...just wearing armor closer to Morrowind's.

roxon_55 wrote:

Korrad is a Mute but He Still Speaks..

Extracted All ( .bsa ) Placed them in My Game Checked All Paths for Creatures to Directory Structure into Oblivion Game..

1 Entry 0101CE6C is using ( Creature\StormAtronach\ ) Directory

Where all Other Atronachs use ( Morroblivion\Creatures\Daedra\ ) Directory Structure..

Still a Couple of Dreugh using Oblivion Creatures to be Looked At.

bar FlameAtronach do not Have a Model to Look close enough to a Morrowind Model.

Another Clip i call it Errors in the World Space that Contribute to The Worlds Space of Vvardenfell being Unstable,there are Hundreds of these That do not Generate Correctly as You Run around Vvardenfell World Space, Go to the Next Cell and Save Game Exit Reload Save go Back to the Same Place it Has Generated Correctly No Problems.

I just stumbled into the whole world of Morroblivion and have been playing it for a month or so. I have the basic set of files to run the game with purge cell buffers as well to fix earlier crashing issues. Things have been fine until now and it seems that the game (for me at least) crashes constantly the more I do in the game. I have been watching the size of the ESS file and when it gets close to 4000 KB my game will start crashing. I know this is probably just coincidence except that when I "waited" in game for 4-5 24 hour cylces, the size of the file went down and then the game didn't start crashing until it approached 4000 KB. Is there a fix for this situation? I know the ESS file size is not the real issue however there does seem to be a correlation. Any thoughts on how to stop the game from crashing? As mentioned, I have a very vanilla install or at least the minimum number of patches and such to run the game.

If you check on Oblivion Nexus under Utilities, you will see some save-game bloat fixers, I have not tried any of them, so I can't make recommendations. Wrye Bash also has several tools to fix save-games and remove bloat: Go to you Saves tab, then right-click on a save-game file. Good luck, and please post a follow-up if there was a method that worked for you!

I ran into the Puzzle Canal grate problem when trying to do Pilgrimage of the Seven Graces, and I realized I wasn't using this patch. I downloaded and installed it after the fact, and based on the changes to the title screen I assume it was installed correctly. However, I fast traveled back to the Palace of Vivec and the grates were still inaccessible. The only way to reach them is to use TCL to walk through the outer surface of the palace. Did I install something incorrectly?